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Here's what i am trying to do: a beveled cube, inside of it a rectangular hole with rounded corners. First i made a cube with the hole, then added a plane with beveled vertices for the rounded corners; merged both and bridged the edge loops and added a edge split modifier. It worked, but there are still shading issues from certain angles. Is there a better way to do this?

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Edit: .blend-file:

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  • $\begingroup$ Please upload your blend file to: blend-exchange.giantcowfilms.com and I will make an answer. $\endgroup$ – cgslav Aug 31 '17 at 12:50
  • $\begingroup$ Great thanks, tell me also what is the purpose of this mesh? Is this gonna be game asset, realistic rendering or something else? $\endgroup$ – cgslav Aug 31 '17 at 13:04
  • $\begingroup$ possibly some kind of vending machine, low-poly asset for game-engine use $\endgroup$ – MasterBates Aug 31 '17 at 13:06
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One method:

Add a Plane and scale on the "X" axis to form your rectangle.

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TAB into Edit Mode and add four Loop Cuts (CTRL + R) positioned where you want your hole to be.

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Select all by pressing "A". Extrude by pressing "E" + "Z" to constrain on the z axis.

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Scale in by pressing "S" + SHIFT "Z" to constrain to the x and y axis.

Select the inner top face and press "X" and "Only Faces" from the drop down menu to delete it.

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Add a Subdivision Surface Modifier (View and Render set to two.

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Tab into Object Mode and set shading to Smooth. Tab back into Edit Mode and add Loop cuts to tighten up you corners.

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Repeat for all your corners.

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  • $\begingroup$ thanks, the shading is much better that way. The only downside is, that the subsurf modifier requires way more extra geometry (edge loops) to refine the corners. $\endgroup$ – MasterBates Aug 31 '17 at 13:40

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